The only problem is that separating them like this splits it up really badly too. For example, we could have:
Lizard’s * +2-12 to Mana * Large Charms(1[2-4];9[5-7];17[8-12]) Lizard’s * +3-20 to Mana * Grand Charms(1[3-7];7[8-13];13[14-20]
Or, splitting that up, we would have:
Lizard's * +2-4 to Mana * Large Charms(1)
Lizard's * +3-7 to Mana * Grand Charms(1)
Lizard's * +5-7 to Mana * Large Charms(9)
Lizard's * +8-12 to Mana * Large Charms(17)
Lizard's * +8-13 to Mana * Grand Charms(7)
Lizard's * +14-20 to Mana * Grand Charms(13)
Now we're splitting up the item type (L-G-L-L-G-G) for minuscule differences in stats. It just doesn't seem like there's enough variation amongst the different levels of the affixes to make it worth splitting up to me. You argue that the further down, the more powerful, but 8-12 vs. 8-13 just isn't a significant difference in "power". And, as long as we make certain that it's clear how to read the parentheses/brackets at the top of the page, I feel it's quite easy to understand.
Now we're splitting up the item type (L-G-L-L-G-G) for minuscule differences in stats. It just doesn't seem like there's enough variation amongst the different levels of the affixes to make it worth splitting up to me. You argue that the further down, the more powerful, but 8-12 vs. 8-13 just isn't a significant difference in "power". And, as long as we make certain that it's clear how to read the parentheses/brackets at the top of the page, I feel it's quite easy to understand.
Would Charms be listed separately from items/jewels then?
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Would Charms be listed separately from items/jewels then?
No, those just happened to be next to each other in my list. Here's another example that involves everything:
Rugged * +4-16 to Maximum Stamina * Small Charms(1[4-8];21[9-16]) Rugged * +5-20 to Maximum Stamina * Amulets(1[5-10];8[11-20]) Belts Boots Circlets Gloves Rings(all the same) Rugged * +8-32 to Maximum Stamina * Large Charms(1[8-16];7[17-25];21[26-32]) Rugged * +12-50 to Maximum Stamina * Grand Charms(1[12-24];7[25-36];21[37-50])
Here, we have 4 table cells with it combined, 20 with them separated.
No, those just happened to be next to each other in my list. Here's another example that involves everything:
Rugged * +4-16 to Maximum Stamina * Small Charms(1[4-8];21[9-16]) Rugged * +5-20 to Maximum Stamina * Amulets(1[5-10];8[11-20]) Belts Boots Circlets Gloves Rings(all the same) Rugged * +8-32 to Maximum Stamina * Large Charms(1[8-16];7[17-25];21[26-32]) Rugged * +12-50 to Maximum Stamina * Grand Charms(1[12-24];7[25-36];21[37-50])
Here, we have 4 table cells with it combined, 20 with them separated.
Wait, so here we're giving small, large and grand charms each a row, while we do not do that for beryl for poison resist. or will we? If not, how do we determine when an item type deserves its own row and when it does not?
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I have them on their own rows as long as their bonuses aren't exactly the same for a given affix, including Beryl and the like. The only affixes I have them combined for are things like:
Jagged * +1 to Maximum Damage * Grand Charms(7) Large Charms(22) Small Charms (81)
However, if you want to combine them all, I don't suppose I have too much of an issue with that.
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Well I'd suggest moving Damage Reflect to just under Damage Reduction, seems to make more sense. It could also perhaps just be called Attack Effects. Other than that it seems fine. I like the headers, they make immediate sense
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Couldn't you put all the ungrouped affixes like light radius and requirement reduction into a miscellaneous section?
And isn't there increased stack size?
Couldn't you put all the ungrouped affixes like light radius and requirement reduction into a miscellaneous section?
And isn't there increased stack size?
The problem with having a large Misc. section for everything that doesn't fall into another category is that it doesn't provide easy, logical sorting. If you just see "Miscellaneous," you're not going to immediately know what's in there, which is the goal. Increased Stack Size is a prefix (Thin, Dense, etc.).
Quote from "PhrozenDragon" »
Well I'd suggest moving Damage Reflect to just under Damage Reduction, seems to make more sense. It could also perhaps just be called Attack Effects. Other than that it seems fine. I like the headers, they make immediate sense
As far as I know, Damage Reflect doesn't actually reduce the damage, it just makes the attacker damage itself when it hits you. If so, it doesn't really fit into Damage Reduction. If I'm wrong, however, it would definitely fit in there. So please correct me if I am...O_O
The few categories that I have that I was questioning:
Break Point Increases - do we need to worry about being noob-friendly here? By which I mean someone who's not familiar with Break Points won't know what's in there.
Special Attack Effects - Attack Effects works I guess, but I'm not 100% happy with that either...Ignore Target Defense is the kicker on that one for me; just doesn't seem to fit, but I don't think it deserves its own header...:\
State Length Reduction - Better word than "State"?
As far as I know, Damage Reflect doesn't actually reduce the damage, it just makes the attacker damage itself when it hits you. If so, it doesn't really fit into Damage Reduction. If I'm wrong, however, it would definitely fit in there. So please correct me if I am...O_O
I didn't mean you should move it into damage reduction, for you are quite correct, it doesn't reduce damage. But place it beneath reduction, i.e switch places with the item drops category
Quote from "Kickin_It" »
Break Point Increases - do we need to worry about being noob-friendly here?
No. Had it been an acronym we would have changed it, but knowing what a break point is becomes quite essential once you delve deeped into the Diablo mechanics. If you are actually going to look at the affix list, you either A) know what it means or should figure out what it means.
Besides, we have an article on it, so we could always put a link to Breakpoints at the beginning of the breakpoints section.
Quote from "Kickin_It" »
Special Attack Effects - Attack Effects works I guess, but I'm not 100% happy with that either...Ignore Target Defense is the kicker on that one for me; just doesn't seem to fit, but I don't think it deserves its own header...:\
I think it works quite fine, but if you come up with anything, do tell.
Quote from "Kickin_It" »
State Length Reduction - Better word than "State"?
Definitely State Length Reduction, that quickly explains what it's about.
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I didn't mean you should move it into damage reduction, for you are quite correct, it doesn't reduce damage. But place it beneath reduction, i.e switch places with the item drops category
Ah, gotcha. That was just my quick and dirty version of categorizing everything to get any suggestions. I have it all alphabetized now, so Damage Reflect is, in fact, directly beneath Damage Reduction.
OK, I added a few categories and tables to the Affix Page. How's it looking? Also, with regards to the Self-Repair and Replenish Quantity, does anyone know the exact mechanics? Rather than having "Replenish Quantity(10)" I'd like to have "Replenishes X Quantity Every Y Seconds". That'll be more informative and better info.
Also, with regards to the Self-Repair and Replenish Quantity, does anyone know the exact mechanics? Rather than having "Replenish Quantity(10)" I'd like to have "Replenishes X Quantity Every Y Seconds". That'll be more informative and better info.
Lizard’s * +2-12 to Mana * Large Charms(1[2-4];9[5-7];17[8-12])
Lizard’s * +3-20 to Mana * Grand Charms(1[3-7];7[8-13];13[14-20]
Or, splitting that up, we would have:
Lizard's * +2-4 to Mana * Large Charms(1)
Lizard's * +3-7 to Mana * Grand Charms(1)
Lizard's * +5-7 to Mana * Large Charms(9)
Lizard's * +8-12 to Mana * Large Charms(17)
Lizard's * +8-13 to Mana * Grand Charms(7)
Lizard's * +14-20 to Mana * Grand Charms(13)
Now we're splitting up the item type (L-G-L-L-G-G) for minuscule differences in stats. It just doesn't seem like there's enough variation amongst the different levels of the affixes to make it worth splitting up to me. You argue that the further down, the more powerful, but 8-12 vs. 8-13 just isn't a significant difference in "power". And, as long as we make certain that it's clear how to read the parentheses/brackets at the top of the page, I feel it's quite easy to understand.
Would Charms be listed separately from items/jewels then?
Also, would percentages add anything? Diablo Wiki:Sandbox (Applied 2.0)
No, those just happened to be next to each other in my list. Here's another example that involves everything:
Rugged * +4-16 to Maximum Stamina * Small Charms(1[4-8];21[9-16])
Rugged * +5-20 to Maximum Stamina * Amulets(1[5-10];8[11-20]) Belts Boots Circlets Gloves Rings(all the same)
Rugged * +8-32 to Maximum Stamina * Large Charms(1[8-16];7[17-25];21[26-32])
Rugged * +12-50 to Maximum Stamina * Grand Charms(1[12-24];7[25-36];21[37-50])
Here, we have 4 table cells with it combined, 20 with them separated.
Add anything to what? I think that it's fairly clear with or without them, but I'm not really sure what you're asking.
Wait, so here we're giving small, large and grand charms each a row, while we do not do that for beryl for poison resist. or will we? If not, how do we determine when an item type deserves its own row and when it does not?
Jagged * +1 to Maximum Damage * Grand Charms(7) Large Charms(22) Small Charms (81)
However, if you want to combine them all, I don't suppose I have too much of an issue with that.
I certainly do not. But as for the rest, I see what you're saying. We can go with this formatting.
Sweet, I'll get started again on the suffixes. Here's what I have for the categories; any suggestions?
===+ Stats===
+ Strength
+ Dexterity
+ Energy
+ Life
+ Mana
+ Life and Mana
===+ Light Radius===
===Enhanced Damage===
+ Minimum Damage
+ Maximum Damage
===Elemental Damage===
+ Cold Damage
+ Fire Damage
+ Lightning Damage
+ Poison Damage
===State Length Reduction===
Poison Length Reduction
Freeze Length Reduction
===Life/Mana Regeneration===
Life Leech
Mana Leech
Regenerate Life
===Break Point Increases===
Increased Attack Speed
Faster Block Rate
Faster Cast Rate
Faster Hit Recovery
===Chance to Block===
===Damage Reduction===
Damage Reduction
Magic Damage Reduction
===Item Drops===
Gold Find
Magic Find
===Damage Reflect===
===Requirement Reduction===
===Faster Run/Walk===
===Special Attack Effects(?)===
Knockback
Ignore Target Defense
Prevent Monster Heal
===Durability===
Self-Repair
Indestructible
Replenish Quantity
And isn't there increased stack size?
The problem with having a large Misc. section for everything that doesn't fall into another category is that it doesn't provide easy, logical sorting. If you just see "Miscellaneous," you're not going to immediately know what's in there, which is the goal. Increased Stack Size is a prefix (Thin, Dense, etc.).
As far as I know, Damage Reflect doesn't actually reduce the damage, it just makes the attacker damage itself when it hits you. If so, it doesn't really fit into Damage Reduction. If I'm wrong, however, it would definitely fit in there. So please correct me if I am...O_O
The few categories that I have that I was questioning:
Break Point Increases - do we need to worry about being noob-friendly here? By which I mean someone who's not familiar with Break Points won't know what's in there.
Special Attack Effects - Attack Effects works I guess, but I'm not 100% happy with that either...Ignore Target Defense is the kicker on that one for me; just doesn't seem to fit, but I don't think it deserves its own header...:\
State Length Reduction - Better word than "State"?
No. Had it been an acronym we would have changed it, but knowing what a break point is becomes quite essential once you delve deeped into the Diablo mechanics. If you are actually going to look at the affix list, you either A) know what it means or should figure out what it means.
Besides, we have an article on it, so we could always put a link to Breakpoints at the beginning of the breakpoints section.
I think it works quite fine, but if you come up with anything, do tell.
Definitely State Length Reduction, that quickly explains what it's about.
Ah, gotcha. That was just my quick and dirty version of categorizing everything to get any suggestions. I have it all alphabetized now, so Damage Reflect is, in fact, directly beneath Damage Reduction.
OK, I added a few categories and tables to the Affix Page. How's it looking? Also, with regards to the Self-Repair and Replenish Quantity, does anyone know the exact mechanics? Rather than having "Replenish Quantity(10)" I'd like to have "Replenishes X Quantity Every Y Seconds". That'll be more informative and better info.
So Replenishing gives 1 in 20 secs and Propagation is 1 in 10 secs.
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Cool, thanks. Same deal for Self-Repair(3) and Restoration(5)?
In-game you also see 'Repairs 1 durability in 33 seconds' instead of Repair Durability (3)
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